Actually GLSL and Java are so different in scope, verbosity and data access, that such a thing could hardly be useful.

I am still optimistic, but you might be right

There would have to be special Java classes for each primitive GLSL type (+ in, out and all other interfacing types) and a lot of other restrictions. I think that the debugging and coding part would be so much easier and the possibility to translate to different versions would make it useful anyway.

You use Netbeans and (perhaps develop?) the OpenGL tools right? Are there any similar tools for Eclipse?

The biggest problem is converting scalar code into vector (SIMD). You could make a classes that mimic the GPU types, but then you might as well directly write GPU code. If you want to be able to debugger shader code, there are tools for that.

If there is a very good tool available for GPU code that supports refactoring and immediate feedback through continuous compilation and all that nice Eclipse/Netbeans-like stuff, I would certainly prefer that. Besides, it very nice to be able to simulate different GPUs in software. You could for example simulate several different GPUs without owning the actual hardware. Such an effort will require the combined forces of 1000 gods though

krasse, even a simple Java dialect to write GLSL shaders would be interesting on my view. It would be fine if we could choose which GLSL version it should support in order to use the proper keywords. If a shader is modified, it should simply reset it (glShaderSource) and recompile it, shouldn't it?

I'm quite happy right now with my shader hot-reload function and auto binding system I have

Your point is that you don't need public solution X, because you developed private solution Y. How does that help us?

all my stuff is opensource and accessable at github. It might not be that well documented and so on. I would be happy to discuss, share and help with things like that. I just wanted to point out my take on shader development.

Update: some additional thoughts, I liked the netbeans opengl pack which gave autocomplete, code highlighting + compiler warnings for GLSL, but it somehow don't work for me anymore. There is also GeDebugger(?) out there (now owned by AMD) which is made into a visual studio plugin, but return as a standalone also I think. The last time I tried it with JOGL it didn't quite work, but I guess with some experimenting we should get it to run.

There is also GeDebugger(?) out there (now owned by AMD) which is made into a visual studio plugin, but return as a standalone also I think. The last time I tried it with JOGL it didn't quite work, but I guess with some experimenting we should get it to run.

Please ask some help on the official JogAmp forum. As far as I know, Sven succeeded in using multiple tools to do that, including one from Nvidia.

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